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help me pls>.<

12-01-2003, 12:39 AM#1
huan1988
-Events
-Unit-A unnit owned by by Player(Red)Gains a level
-Unit-A unnit owned by by Player(Blue)Gains a level
-Unit-A unnit owned by by Player(Teal)Gains a level
-Unit-A unnit owned by by Player(Pink)Gains a level
-Unit-A unnit owned by by Player(Gray)Gains a level
-Unit-A unnit owned by by Player(Brown)Gains a level
-Conditions
-(Hero level of (triggering unnit)) Egual to 10
-Action
-Set NewHeroPlayer=(owner of (tringgering unit))
-Set NewheroPoint =(Position of (Tringgering Unit))
-Set NewHeroFacing=(Facing of (Tringgering Unit))
-For each(integer A)from 1 to 6 ,do(Set SavedItems((inthegerA))=(item-type of(item carried by (triggering unit) in slot (integer A))))
-If ((Unit-type of (Triggering unit))Equal to Warden)then do (set Herochange=Demon)else do (Do nothing)
-----Remove the old hero and instantly switch in new one-------
-Unit-remove (Triggering unit) from the game
-Unit-Create 1 Herochange for NewheroPoint facing NewHeroFacing degrees
-For each(integer A)from 1 to 6,do (if(SavedItems((interger A)) Not equan to (Item-type of No item))then do (hero-create Saveditem((integer A))and give it to (last created unnit))else do(do nothing)
-Hero-Make NewHeroPlayer Heroes gain 60% experience from future Kills
-Hero-Modify unspent skill points of (last created unit): Add 2 Points
-Wait 30.00 seconds
-Set HeroLevel((Player number of (triggering player))=1


up there is a tringger do my self...i want the hero1 change to hero2,and stop the hero2,but y me 1 hero1 already change to hero2 when 10lv but.....when hero10lv it also will change self back to hero2...y like that?can i stop changing at hero2?add wat trigger somemore?pls tell,thansk^^
12-01-2003, 01:44 AM#2
huan1988
-Events
-Unit-A unnit owned by by Player(Red)Gains a level
-Unit-A unnit owned by by Player(Blue)Gains a level
-Unit-A unnit owned by by Player(Teal)Gains a level
-Unit-A unnit owned by by Player(Pink)Gains a level
-Unit-A unnit owned by by Player(Gray)Gains a level
-Unit-A unnit owned by by Player(Brown)Gains a level
-Conditions
-(Hero level of (triggering unnit)) Egual to 10
-Action
-Set NewHeroPlayer=(owner of (tringgering unit))
-Set NewheroPoint =(Position of (Tringgering Unit))
-Set NewHeroFacing=(Facing of (Tringgering Unit))
-For each(integer A)from 1 to 6 ,do(Set SavedItems((inthegerA))=(item-type of(item carried by (triggering unit) in slot (integer A))))
-If ((Unit-type of (Triggering unit))Equal to Warden)then do (set Herochange=Demon)else do (Do nothing)
-----Remove the old hero and instantly switch in new one-------
-Unit-remove (Triggering unit) from the game
-Unit-Create 1 Herochange for NewheroPoint facing NewHeroFacing degrees
-For each(integer A)from 1 to 6,do (if(SavedItems((interger A)) Not equan to (Item-type of No item))then do (hero-create Saveditem((integer A))and give it to (last created unnit))else do(do nothing)
-Hero-Make NewHeroPlayer Heroes gain 60% experience from future Kills
-Hero-Modify unspent skill points of (last created unit): Add 2 Points
-Wait 30.00 seconds
-Set HeroLevel((Player number of (triggering player))=1


up there is a tringger do my self...i want the hero1 change to hero2,and stop the hero2,but y me 1 hero1 already change to hero2 when 10lv but.....when hero10lv it also will change self back to hero2...y like that?can i stop changing at hero2?add wat trigger somemore?pls tell,thansk^^
12-01-2003, 05:37 AM#3
Bulletcatcher
Try posting that again, but in English.
12-01-2003, 06:00 AM#4
FF_Behemoth
Evil double poster..... not only that but they were posted an hour apart..:nono:

since your new, I will forgive you, and its common curtisy to bump your post after 8+ hours or if your post is on page 3 or further.

Plz dont bump your post with the exact copy of your orginal post.. there is an edit button, use it ..

As for the solution, just add trigger- turn off this trigger. but this would also means that you have to make a trigger for every player.. not the best soultion but it works...
12-01-2003, 06:44 AM#5
Hivemind
Use unit - replace (and last replaced unit) instead of remove and create. That way you will not need all the newhero variables. Hero xp % is based on player not each hero so once its set for a player you dont need to reset it. It works for all of their heroes. you shouldnt need a variable to track the hero level. You can do that with normal conditions.

Your trigger should look something like this...

Event
Generic unit - Hero gains a level

Conditions
Hero level of triggering unit equal to 10

Actions
Unit - replace triggering unit with (your new hero type)
Hero-Modify unspent skill points of last replaced unit: Add 2 Points

Not sure if you will need to replace items or not. Never tried replace unit on a hero before. In any case your making this trigger much more complicated than you need to.
12-01-2003, 07:19 AM#6
huan1988
still cannot>.<
12-02-2003, 10:46 PM#7
sheep_tag
Quote:
Originally posted by huan1988
-Events
up there is a tringger do my self...i want the hero1 change to hero2,and stop the hero2,but y me 1 hero1 already change to hero2 when 10lv but.....when hero10lv it also will change self back to hero2...y like that?can i stop changing at hero2?add wat trigger somemore?pls tell,thansk^^


lol you learned to speak and type where lol
12-03-2003, 09:13 AM#8
Hivemind
Probably in a non English speaking country. We can read his trigger just fine and can tell what he is trying to do. There is no need to be rude to him.
12-03-2003, 07:05 PM#9
sheep_tag
lol i just a joke lol i is not mean as being offencing i was just wondering if he could retype it
12-03-2003, 08:21 PM#10
Norwegian
Quote:
Probably in a non English speaking country. We can read his trigger just fine and can tell what he is trying to do. There is no need to be rude to him.
Well. He'd better bloody learn some understandable manner of English, or remain silent. A few mistypes and misspellings are accepted, but when 2 or more are made every 2.nd word, and he doesn't even use spaces it gets annoying enough to comment, and piss all over.

In addition to that posting topics like "help me pls>.<" is completely idiotic, and should almost just be closed right away, as it give no desc. as to what the topic is about, and looks retarded.

And he's got a crappy enough connection/brain to post the same post twice.

Now if I was capable of understanding this
Quote:
up there is a tringger do my self...i want the hero1 change to hero2,and stop the hero2,but y me 1 hero1 already change to hero2 when 10lv but.....when hero10lv it also will change self back to hero2...y like that?can i stop changing at hero2?add wat trigger somemore?pls tell,thansk^^
Without having to concentrate (Witch I won't) when reading it I'd help him.
12-03-2003, 08:46 PM#11
sheep_tag
lol i didn't read that it might not have translated well. ah that make sence now lol STHU Norwegian. so what if his/her name for the thread is not well named you went to the post in the first place. ;)
12-04-2003, 12:44 PM#12
Norwegian
Quote:
Originally posted by sheep_tag
lol i didn't read that it might not have translated well. ah that make sence now lol STHU Norwegian. so what if his/her name for the thread is not well named you went to the post in the first place. ;)

Must... restrain... myself...

EDIT:
Ahhh... it WORKED!
12-04-2003, 04:30 PM#13
Silver_Lynx
up there is a tringger do my self...i want the hero1 change to hero2,and stop the hero2,but y me 1 hero1 already change to hero2 when 10lv but.....when hero10lv it also will change self back to hero2...y like that?can i stop changing at hero2?add wat trigger somemore?pls tell,thansk^^ [/b][/quote]

I belive he means:
I made this trigger that switches a hero that reaches level 10 into a different type of hero at level 1, with a couple ability points. I have a problem, when the second one reaches level 10, he changes as well...is there any way i can stop this?

There are things which suggest this fellow is either really lazy, or none too bright...but at least he's polite, i do see a 'pls' in there :)


Any way...Behemoth has the right idea, although you wouldn't have to create a trigger for each player, just a variable...and then do if statements to see if it has already been done to the player or not. Heres an example if you were using two players

E - Generic Unit - Hero gains a level
C - Hero level = 10
*A - If (player1 = has demon) then (skip remaining actions) else (do nothing)
A - If (player2 = has demon) then (skip remaining actions) else (do nothing)
A - [insert your save item function here]
A - replace (triggering unit) with (whatever you like)
A - [insert your give saved items function here, for (last replaced unit)]
*A - if (player(owner of triggering unit) = player1) then (set variable(player1HasDemon = true) else (do nothing)
A - if (player(owner of triggering unit) = player2) then (set variable(player2HasDemon = true) else (do nothing)


The '*'s represent actions you'll have duplicate for each player you have. This way it won't be checking like 10 triggers each time a hero gains a level.